It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
Hello all! Playing PS:T for the first time, having a great time of it.

(I guess now I need to specify: this is the original PS:T, not EE.)

My Nameless One Mage (with his 25 Wis, 23 Int, 21 Con, and 19 Cha) has max spells, regenerates a Hit Point every second, and cannot be stopped! (I've proven Str & Dex do not matter.)

I got a full party of six consisting of Morte, Dak'kon, Annah, Grace, and Nordom.

I am in the Curst Prison, and almost up to Vhailor.

I'd like to have him join temporarily, to see what he's like, kinda like what I did with Ignus.

But meeting him where he's at, I don't want one of my main six to get left in Curst forever. Is that what would happen?

Or maybe... if I kicked Nordom out of the party for Vhailor, would Nordom go back into the Modron Maze, and be re-accessible post-Curst via the little Modron Cube toy that's sitting in my inventory?
Post edited March 30, 2017 by CFM
avatar
CFM: Hello all! Playing PS:T for the first time, having a great time of it.

(I guess now I need to specify: this is the original PS:T, not EE.)

My Nameless One Mage (with his 25 Wis, 23 Int, 21 Con, and 19 Cha) has max spells, regenerates a Hit Point every second, and cannot be stopped! (I've proven Str & Dex do not matter.)

I got a full party of six consisting of Morte, Dak'kon, Annah, Grace, and Nordom.

I am in the Curst Prison, and almost up to Vhailor.

I'd like to have him join temporarily, to see what he's like, kinda like what I did with Ignus.

But meeting him where he's at, I don't want one of my main six to get left in Curst forever. Is that what would happen?

Or maybe... if I kicked Nordom out of the party for Vhailor, would Nordom go back into the Modron Maze, and be re-accessible post-Curst via the little Modron Cube toy that's sitting in my inventory?
As far as I'm aware, it's an unfortunate limitation of PS:T that if you leave someone behind in a non returnable area, that someone is also non returnable. :(

It's one of the chief issues with Vhailor, and really of Nordom as well (especially with the game more or less setting you up with a "core party" of 5 naturally, and 2 of the 3 remaining, as we've seen, are in areas where stranding someone is likely ...).

Maybe the apparently upcoming EE will fix this (though it could just as well give us another four joinable characters that we'll have to somehow find a way not to leave stuck on the Outer Planes ...)
avatar
CFM: Or maybe... if I kicked Nordom out of the party for Vhailor, would Nordom go back into the Modron Maze, and be re-accessible post-Curst via the little Modron Cube toy that's sitting in my inventory?
In the base game, this is not possible. However, it is possible if you install Qwinn's PST Tweak Pack, specifically the "Save Nordom!" component. See the mod guide for additional details if you aren't already using it.
avatar
CFM: Or maybe... if I kicked Nordom out of the party for Vhailor, would Nordom go back into the Modron Maze, and be re-accessible post-Curst via the little Modron Cube toy that's sitting in my inventory?
avatar
HanSewLow: In the base game, this is not possible. However, it is possible if you install Qwinn's PST Tweak Pack, specifically the "Save Nordom!" component. See the mod guide for additional details if you aren't already using it.
I thought the fix-pack only allows one to save Nordom when you find him in the Modron maze with a full party?

I didn't think this could be used for Vhailor - though I guess it might be possible to re-enter the maze from Curst, get Nordom to wait in the maze, then exit the maze and recruit Vhailor, then re-recruit Nordom from the maze after Curst.

However as stated above it's only possible with Qwinn's Tweak Pack. I think you'd need to restart the game for it to work though...